When do you feel sure about a character?
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Hmm, I tend to create long ASC and create a curved path and fight one square at a time...But sometimes the monsters do just break them. But that is what TO and tele lvl and *destruction* are for. I would have to run from a lot of the high end uniques at first. Playing at low lvls makes me aware of how easy high lvl characters really have it...honestly you can escape most things even if you have to take a lot of damage...Lower lvl charaters don't have as many options sadly.Comment
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Hmm, I tend to create long ASC and create a curved path and fight one square at a time...But sometimes the monsters do just break them. But that is what TO and tele lvl and *destruction* are for. I would have to run from a lot of the high end uniques at first. Playing at low lvls makes me aware of how easy high lvl characters really have it...honestly you can escape most things even if you have to take a lot of damage...Lower lvl charaters don't have as many options sadly.
As far as safety. If I'm feeling safe with a character, it means that it's time to fight Morgoth, otherwise, I'll probably die.Comment
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I've got to try throwing oil. I have used confuse monster to take a lot of baby dragons out in my time. plus phase door scrolls have been helpful too. I guess what I mean is that lower lvl characters can't tele lvl or destruct stuff.Comment
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i highly recommend using inscriptions. Inscribe mb1 with @m1@b1@G1 and instead of mab use m1b. Then you don't run into the problem of casting the wrong spell if your book gets burned.Comment
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Dude that sounds awesome...how does inscribing stuff work? I have cast the wrong spell due to me dropping books before.Comment
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Quick lesson:
@z0 on an item means if you hit 'z' to zap a rod, instead of choosing a rod from the list you can type 0 for that rod.
Inscribe @m2 into your second mage book and if you make a spell macro that types "m2a" it'll cast the first spell of the same book even if your "Magic for Beginners" got burned away
If you're a warrior and you want to collect a ton of Rod of Illumination, inscribe the stack with something like @z0 (or @z1, @z2, whichever number you're up to) and then make a macro (I use the F3 key) that types "z0" and now your F3 key lights up rooms.A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:Comment
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Quick lesson:
@z0 on an item means if you hit 'z' to zap a rod, instead of choosing a rod from the list you can type 0 for that rod.
Inscribe @m2 into your second mage book and if you make a spell macro that types "m2a" it'll cast the first spell of the same book even if your "Magic for Beginners" got burned away
If you're a warrior and you want to collect a ton of Rod of Illumination, inscribe the stack with something like @z0 (or @z1, @z2, whichever number you're up to) and then make a macro (I use the F3 key) that types "z0" and now your F3 key lights up rooms.Comment
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Do the inscriptions through the object knowledge menu, instead of inscribing the object directly. Then it will be done automatically forever.Comment
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Although high level characters can die too, you can always *destruct* the area around you killing or getting rid of everything. You just have to do it so in that sense every high level character has an escape... you just have to pull out sooner rather than latter.
With that in mind, I am generally very sure of a character with telepathy, ?tele or ?tele level, and tele other. For up to dlev 50, one or two of the previous will suffice.Last edited by Nile; May 27, 2010, 23:21.Comment
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There is always tiny chance of getting insta-killed when you enter new level unless you are moving at speed +30 or above. Imagine this:
Enter new level: next to you are two Grand Master Mystics. Both kick you to the head before you can react. KO. Then they proceed to beat you to death.
Melee is not restricted like spells and breaths are. If you enter new level next to something nasty it can hit you before you can react. That is unless 3.1.X has changed that rule.
With enough speed OTOH you are safe from that.
ESP is also life-saver. I have found myself in new levels in situation where immediate escape had to be done which was not visible without ESP.
Once you have enough HP, ESP, speed, escapes, good enough weapons, healing and some basic survival resistances (mainly basic4, poison, confusion, sound and blindness and maybe nexus and perfect saving throw or FA) then I feel "safe".Comment
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When you enter new level, all monsters have zero energy and you have 100 energy (INITIAL_DUNGEON_ENERGY constant). In the described situation, you can use whatever escape you have (?Tele, ?TeleLevel or corresponding 0% fail spells) before they can attack.Comment
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